Home HOP (to Bug 22) / Return HOP (to last host) key bindings are now rebindable
Menu > Settings > Motion > Presets, ensure description for currently selected motion preset is not showing the internal development text.
CAT screens - someone noticed the text is more blurry since launch version - so done something to achieve the higher resolution text while not gobbling up too much VRAM
Fix: Downloading Bug22 through gravity gates at the cloud was getting the gravity setting wrong
Fix: Don't allow download stuff through gravity gate ceiling
Remote Debugger stop button slight improvement to help players find it if they've got Points Of Interest disabled
If DAD has a key inside his brain and he's trying to interact with a computer that requires that same key, he's now good to use it (i.e. you no longer need to extract the key). There's only one instance of this but I fixed it anyway because someone actually tried it.
Patch download size: 37 MB
Ctrl Alt Ego Soundtrack NOW AVAILABLE
You may be interested to know that before taking up his duties as a DOR down in Legacy Systems, and certainly before his now-legendary poetry recital evenings at the Conscious Robot Services research facility, the legendary Chris Phelps - one of the top two developers of this here game - sat down with his vibraphone and composed all the music you may or may not have been hearing throughout your Ctrl Alt Ego simulated immersive experience.
That was just some waffle to make it look like I had something to say. Chris Phelps *did* compose the music though.
All that really needs to be said is this:
Yes that's right, the Ctrl Alt Ego soundtrack is now available for purchase!
Patch Notes v1.1.16
Patch Notes v1.1.16
MISSIONS: Menu re-organized to clearly differentiate 'replay' missions from 'challenge missions'.
MISSIONS **NEW**: All sections from the main campaign can now be played as separate standalone missions. They can even be played before reaching them as part of the campaign (though this will spoiler the campaign, obviously).
Fix: Husked bugs don't jitter
Fix: Ensure player can't get soft-locked at the life-saver near the first ctrl-able DAD in the prologue
Fix: Ensure a certain villain's brain can't disappear when loading an autosave
Fix: Ensure a certain villain can't get stuck behind his own elevator
Hopefully Fixed: Don't allow CRS Lobby -> Engineering transition to get stuck in an endless map load loop
Fix HCS elevator @ TheCloud - a recent patch had borked the motion in one direction.
Improvement: Reviewed and improved hostile triggers @ The Cloud to try to improve map performance a tad
Patch download size: 35 MB
Patch Notes v1.1.15
Patch Notes v1.1.15
Change: Juice cost to apply faults to badbugs now scales with their level. i.e. applies to Annoying, Tricky, Nasty, Terrible and Fatal badbugs. Lowest level regular badbugs remain cheap to fault (i.e. no change).
Fix: Going virtual across level load now supported properly, and means you no longer get stuck in a weird semi-virtual state
Fix: Downloading yourself while inside a moving thing now adjusts the download position to account for the fact the download location has moved
Fix: Ensure gravity settings synchronize correctly when downloading bug through a specific location at The Cloud
Fix: Ensure a certain CAT can't escape through the tech-lab ceiling
Fix: Tripwires don't re-trip for existing obstacles following a load
Patch download size: 16 MB
Patch Notes v1.1.14
Patch Notes v1.1.14
Fixed vaporized VFX, wasn't completing properly for e.g. shotgunned stuff
Fix: Bug traps less jittery while under your ctrl
Fixed issue whereby a grabbed faulting thing while running forwards would randomly blow up in yer face
Fix: It was possible to get your Bug physically stuck behind one of the ladders at the rocket launch site warehouse. Not any more.
Fix: Someone managed to glitch out of the Bug Free Zone trap. Done something to prevent that.
Fix: The Executor's brain disappeared into the inner circle ceiling for one player. Done something to prevent that.
Fix: Added missing level transition trigger at bottom of the Conscious Robot Services backstairs
Upgraded from old Unity antialiasing to newer post-proc version. In theory no-one notices anything different.
Patch download size: 20 MB
Patch Notes v1.1.13
Patch Notes v1.1.13
No more obligatory 60 FPS frame rate cap (activated for a few days since last patch). The default is now once again uncapped, with a new option in Menu > Display settings to enable the 60 FPS cap if wanted.
A few Bug motion physics finesses following on from the last patch - in particular walking into things should be less unpleasant now.
Motion Sickness/Nausea: Added a new Motion / Camera setting to disable the Bug 'bob' idling motion
Motion Sickness/Nausea: The Ego Mode 'warp' effect is now scaled in line with the Ego Mode effect intensity slider setting (Under Menu > Settings > Display > More). So setting ego mode intensity to its lowest setting means no warp effect at all.
Lowered the centre of gravity of Bug Traps to increase likelihood of them landing upright when thrown or shifted.
Don't allow 'the thing to be printed from DAD' to spread fault infections. I actually quite liked that this was possible, but several players have reported it as a bug.... so decided to block it.
Fixed two instances of DAD glitching into his DAD base at Freight Worksop location
No more cheating to grab that WORM by pushing into the portcullis in The Assembler level
Fixed DOR sensor going offline on reload into Rocket Launch site level under specific conditions
Fixed a Merger Train derailment issue
Fixed a bad reflection probe @ Heavenly Cloud Services.
Fixed several audio samples not in any Audio Mixer group (and so were not responding to Audio volume settings)
Patch download size: 42 MB
Patch Notes v1.1.12
Patch Notes v1.1.12
Turns out the motion physics has been jittery for players with high framerates, oups. No wonder some have been complaining about over-janky / disorientating camera motion. So... in this patch I'm putting that right.
Corrected the way the physics rate and frame rate synchronise
Put in a TEMPORARY (hope!) frame rate cap to give me some breathing room to do some proper fixing and testing of the physics for higher spec rigs. mainly to ensure new players don't get a horrible first impression of the game. Unfortunately this means I have had to disable VSYNC - also TEMPORARY. By TEMPORARY I mean that I intend to have this resolved properly in the next patch (about one week from now). But the game should be a lot smoother now for all players, I figured that was the biggest priority in the short-term.
Enabled 'interpolation' on all physics objects. This will mean players with higher-spec PCs will get smoother looking physics. Physics 'interpolation' used to be on only 'active' objects (e.g. your current bot, or the thing you've just grabbed), but after a fair bit of testing I'm not noticing any performance benefit to that kind of optimisation. Will see how this goes, might make it a toggle option via Menu in future patch.
Low-end GFX cards with 2gb VRAM now officially supported (due to further reductions in texture VRAM usage)
Voice of The Executor still too loud, some say, so I've softened it a bit more.
Someone managed to spring the second virus @TheCloud... so I decided to officially support that - it's now intentionally possible rather than a glitch.
Discord button added to MainMenu
Plugged a gap in Merging Station Roof
Fixed not able to suck ego from 'inbox' remote port sensors
Fix incorrect occlusion from outside Port 443 'Quiet room' from outside it
Patch download size: 42 MB
Patch Notes v1.1.11
Patch Notes v1.1.11
The Quality slider in Menu > Settings > Display now does a significant extra thing: In the middle position ("Good" quality), all textures are halved in size, At the LO setting ("Fast" quality) all texture are halved in size again. Previously the quality setting was only really adjusting the real-time shadow distance. So as of this update, the Quality slider setting now has a pretty significant impact on performance - if you don't mind less detailed textures, you can achieve a much better framerate and faster load times. I may provide more granular customizable graphics settings in a future update.
Fixed a potential video memory leak
Now using considerably less video memory overall (even at HI quality) - some pretty sloppy use of textures cleaned up. Should mean better performance all round, and the game playable on older hardware.
Added a crate for PUP to be able to jump back up out of the 'vent' area at Rocket Launch site.
Several minor text corrections, including the first CAT being confused about gamepad controls.
Slightly tweaked the 'Stable' motion-sickness preset (introduced in the last update) to retain a teeny bit of momentum. You can still force it to a hard-brake in the Customize settings if you insist.
Patch download size: 165 MB (Pretty large! Haven't actually changed very much - something I still don't get about the way Unity and then Steam packs up the build).
Patch Notes v1.1.10
Patch Notes v1.1.10
New Motion Presets
Find them under Menu > Settings > Motion/Camera > Choose Preset
The default (on first install of the game), and developer preferred preset is the Wild option.
However, feedback from some players suggests the physics / camera motion can be a little taxing on the stomach... so for those players it is suggested to try the Balanced preset first, and then if that is still too lively, try the Stable option.
The settings can be customized (overrides the presets) via Menu > Settings > Motion/Camera > Customize
(And this remains the place to adjust the camera FOV)
New Motion (physics) setting for 'Slidey robots'
The new BRK ('brake') slider enables you to reduce the 'slidey robot' behaviour. We'd prefer you to try to adapt your brain to the slidey motion, since it comprises much of the 'feel' of being the different robots - but if the motion is doing your head / stomach in... you can now reduce or eliminate it entirely by adjusting your BRK.
The BRK setting is auto-adjusted as you switch between the motion presets (see above).
Controller Improvement: Movement input is now applied analog-ly (so bots can now move at less than their max speed)
Controller change: Grab rotate / upright DPAD controls changed to more intuitive L/R for rotate Left/Right, and DPAD UP for upright).
Fix: Done some things to reduce (hopefully eliminate) the chance of players going out-of-bounds at the prelude location.
Patch download size: 40 MB
Patch Notes v1.1.9
Patch Notes v1.1.9
Fix: Bloom setting was not being applied on load game
Fix: Shotgun 'Recoil' and 'Spread' branch labels had become swapped (since the localization patch)
Fix: Don't render Pup's disk if Pup itself is not being rendered